using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Lohnefink3D
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        #region Declaration
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        My3DObject axes3D;
        KeyboardState keyboard;
        CameraManager camera_manager;
        Camera camera1, camera2, camera3;
        GameObjectManager game_object_manager;
        #endregion

        #region Constructor
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.IsFullScreen = false;
            Content.RootDirectory = "Content";
        }
        #endregion

        #region Initialize
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }
        #endregion

        #region Load Content
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            axes3D = new My3DObject(graphics.GraphicsDevice, 1f);

            //Iniciando CameraManager
            camera_manager = new CameraManager();

            //***
            game_object_manager = new GameObjectManager();

            //Criando uma camera(1)
            camera1 = new Camera(graphics.GraphicsDevice, new Vector3(1, 2, 3), Vector3.Zero, Vector3.Up);
            CameraManager.cameras.Add(camera1);

            //Criando uma camera(2)
            camera2 = new Camera(graphics.GraphicsDevice, new Vector3(3, 1, 2), Vector3.Zero, Vector3.Up);
            CameraManager.cameras.Add(camera2);

            //Criando uma camera(3)
            camera3 = new Camera(graphics.GraphicsDevice, new Vector3(2, 3, 1), Vector3.Zero, Vector3.Up);
            CameraManager.cameras.Add(camera3);

            //Selecionando camera atual
            CameraManager.currentCamera = camera1;
        }
        #endregion

        #region Unload Content
        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }
        #endregion

        #region Update
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (keyboard.IsKeyDown(Keys.Escape))
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);

            keyboard = Keyboard.GetState();

            //***
            camera_manager.Update(keyboard);

            //Full-Screen Control
            if (keyboard.IsKeyDown(Keys.F11))
            {
                graphics.ToggleFullScreen();
            }

            ////Axis Rotation Controls
            //if (keyboard.IsKeyDown(Keys.Right))
            //{
            //    axes3D.worldMatrix *= Matrix.CreateRotationY(0.01f);
            //}
            //if (keyboard.IsKeyDown(Keys.Left))
            //{
            //    axes3D.worldMatrix *= Matrix.CreateRotationY(-0.01f);
            //}
            //if (keyboard.IsKeyDown(Keys.Up))
            //{
            //    axes3D.worldMatrix *= Matrix.CreateRotationX(0.01f);
            //}
            //if (keyboard.IsKeyDown(Keys.Down))
            //{
            //    axes3D.worldMatrix *= Matrix.CreateRotationX(-0.01f);
            //}
            //if (keyboard.IsKeyDown(Keys.Z))
            //{
            //    axes3D.worldMatrix *= Matrix.CreateRotationZ(0.01f);
            //}
            //if (keyboard.IsKeyDown(Keys.R))
            //{
            //    axes3D.worldMatrix = Matrix.Identity;
            //}
        }
        #endregion

        #region Draw
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            // TODO: Add your drawing code here

            base.Draw(gameTime);
            graphics.GraphicsDevice.Clear(Color.Black);
            axes3D.Draw();
        }
        #endregion
    }
}

